Tenure-track Assistant Professor at University of Copenhagen

Copenhagen
Joined September 2009
๐Ÿ“ข๐Ÿ“ข๐Ÿ“ข ๐’๐ฉ๐ก๐ž๐ซ๐ข๐œ๐š๐ฅ ๐•๐จ๐ซ๐จ๐ง๐จ๐ข: directional appearance as a differentiable partition of the sphere โ€“ย Project: sphericalvoronoi.github.io โ€“ย Paper: arxiv.org/abs/2512.14180 โ€“ย Colab: tinyurl.com/spherical-voronoโ€ฆ Project led by ๐…๐ซ๐š๐ง๐œ๐ž๐ฌ๐œ๐จ ๐๐ข ๐’๐š๐ซ๐ข๐จ (graduating!)
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Introducing Generative View Stitching (GVS), a non-autoregressive sampling method for length extrapolation of video diffusion models. GVS enables collision-free camera-guided video generation for predefined trajectories, including Oscar Reutersvรคrd's Impossible Staircase (1/9).
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Checkout our new SIGGRAPH Asia 2025 paper: repo-sam.inria.fr/nerphys/edโ€ฆ. For more details see linkedin.com/posts/george-drโ€ฆ
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๐Ÿ“ข๐Ÿ“ข๐Ÿ“ข ๐“๐ซ๐ข๐š๐ง๐ ๐ฅ๐ž ๐’๐ฉ๐ฅ๐š๐ญ๐ญ๐ข๐ง๐ +: ๐ƒ๐ข๐Ÿ๐Ÿ๐ž๐ซ๐ž๐ง๐ญ๐ข๐š๐›๐ฅ๐ž ๐‘๐ž๐ง๐๐ž๐ซ๐ข๐ง๐  ๐ฐ๐ข๐ญ๐ก ๐Ž๐ฉ๐š๐ช๐ฎ๐ž ๐“๐ซ๐ข๐š๐ง๐ ๐ฅ๐ž๐ฌ. โ€“ Project: trianglesplatting2.github.io โ€“ ArXiv: arxiv.org/pdf/2509.25122 โ€“ย โš ๏ธCode released on October 8th
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We are very excited to announce our work "On-the-fly Reconstruction for Large-Scale Novel View Synthesis from Unposed Images", to be presented at #SIGGRAPH2025! Learn more: repo-sam.inria.fr/nerphys/onโ€ฆ 1/3
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Bernhard Kerbl retweeted
StochasticSplats: Stochastic Rasterization for Sorting-Free 3D Gaussian Splatting Abstract: 3D Gaussian splatting (3DGS) is a popular radiance field method with many application-specific extensions. Most variants rely on the same core algorithm: depth-sorting of Gaussian splats followed by rasterizing in primitive order. This ensures correct alpha compositing but can cause rendering artifacts due to built-in approximations. Moreover, for a fixed representation, sorted rendering offers little control over render cost and visual fidelity. For example, counter-intuitively, rendering a lower-resolution image is not necessarily faster. In this work, we address these limitations by combining 3D Gaussian splatting with stochastic rasterization. Concretely, we leverage an unbiased Monte Carlo estimator of the volume rendering equation. This removes the need for sorting and allows for accurate 3D blending of overlapping Gaussians. The number of Monte Carlo samples further imbues 3DGS with a way to trade off computation time and quality. We implement our method using OpenGL shaders, enabling efficient rendering on modern GPU hardware. At a reasonable visual quality, our method renders more than four times faster than sorted rasterization.
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Bernhard Kerbl retweeted
This project blew my mind! It looks just as good as 3DGS but it has no per-scene optimization or reconstruction. Every frame is generated *from scratch* and it nevertheless runs in real-time. quark-3d.github.io/
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Bernhard Kerbl retweeted
Here is our shot at reducing artifacts in 3D Gaussian splat rendering. Paper: arxiv.org/abs/2410.08129 Website: fhahlbohm.github.io/htgs/ Code: Planned, but timeline still unknown More info in the thread below.
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Bernhard Kerbl retweeted
Our latest work to increase multi-view coherence in 3D Gaussian Splatting using Hybrid Transparency: - Perspective-correct (no affine approximation) and without matrix inversions - Per-pixel sorted (no popping) for the K-nearest fragments ~2x faster than 3DGS Led by @fhahlbohm
Here is our shot at reducing artifacts in 3D Gaussian splat rendering. Paper: arxiv.org/abs/2410.08129 Website: fhahlbohm.github.io/htgs/ Code: Planned, but timeline still unknown More info in the thread below.
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Bernhard Kerbl retweeted
I just released a Slang.D implementation of 3D Gaussian Splatting renderer. This will allow researchers to write 3DGS papers even faster (sigh!) since there is no backward pass! You can trivially change the forward pass like you would do on PyTorch! github.com/google/slang-gausโ€ฆ
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Bernhard Kerbl retweeted
โšก Ray Tracing + 3D Gaussians = New Possibilities! Gaussian splatting is limited by rasterizationโ€”our #SIGGRAPHAsia2024 paper shows how to ray trace instead, enabling reflections, shadows, fisheye cameras, and more. The most important (and hardest!) part is making it fast. (1/N)
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Bernhard Kerbl retweeted
RaDe-GS: Rasterizing Depth in Gaussian Splatting arxiv.org/abs/2406.01467 Project: baowenz.github.io/radegs/ Method โฌ‡๏ธ 1 | 2
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Time to share our #SIGGRAPH2024 paper "N-Dimensional Gaussians for Fitting of High Dimensional Functions"! We show that N-Dimensional Gaussian mixtures can be optimized to handle high dimensional inputs like MLPs with a fraction of the training times. sdiolatz.info/ndg-fitting/
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๐Ÿ“ข๐Ÿ“ข๐Ÿ“ข 3D Gaussian Splatting brought you real-time rendering, but at slightly lower PSNR compared to mipNeRF360... ๐š๐ฌ ๐จ๐Ÿ ๐ญ๐จ๐๐š๐ฒ, ๐ญ๐ก๐š๐ญ ๐ข๐ฌ ๐ง๐จ ๐ฅ๐จ๐ง๐ ๐ž๐ซ ๐ญ๐ซ๐ฎ๐ž. Introducing "3D Gaussian Splatting as Markov Chain Monte Carlo" arxiv.org/abs/2404.09591
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Bernhard Kerbl retweeted
We just finished a joint code release for CamP (camp-nerf.github.io/) and Zip-NeRF (jonbarron.info/zipnerf/). As far as I know, this code is SOTA in terms of image quality (but not speed) among all the radiance field techniques out there. Have fun! github.com/jonbarron/camp_ziโ€ฆ
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Bernhard Kerbl retweeted
HPG2021 is right around the corner! Don't miss out on great content. You can find the complete program here highperformancegraphics.org/โ€ฆ We offer both free and premium registration. If you haven't registered yet, please do so here highperformancegraphics.org/โ€ฆ
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